import { BaseService } from '@/application/base/baseService' import config from '@/application/config' import { Character } from '@/entities/character' import MapManager from '@/managers/mapManager' type Position = { positionX: number; positionY: number } export type Node = Position & { parent?: Node; g: number; h: number; f: number } class PriorityQueue { private items: T[] = [] constructor(private compare: (a: T, b: T) => number) {} enqueue(item: T): void { this.items.push(item) this.items.sort(this.compare) } dequeue(): T | undefined { return this.items.shift() } get length(): number { return this.items.length } } class CharacterMoveService extends BaseService { // Rotation lookup table for better performance private readonly ROTATION_MAP = { diagonal: { 'up-left': 7, 'down-right': 3, 'up-right': 5, 'down-left': 1 }, straight: { left: 6, right: 2, down: 4, up: 0 } } private readonly DIRECTIONS = [ { x: 0, y: -1 }, // Up { x: 0, y: 1 }, // Down { x: -1, y: 0 }, // Left { x: 1, y: 0 }, // Right { x: -1, y: -1 }, // Up left { x: -1, y: 1 }, // Up right { x: 1, y: -1 }, // Down left { x: 1, y: 1 } // Down right ] public async calculatePath(character: Character, targetX: number, targetY: number): Promise { if (!this.validateInput(character, targetX, targetY)) { return null } const map = MapManager.getMapById(character.map.id) const grid = await map?.getGrid() if (!grid?.length) { this.logger.error('map:character:move error: Grid not found or empty') return null } // Ensure we're working with valid coordinates const start: Position = { positionX: Math.floor(character.positionX), positionY: Math.floor(character.positionY) } const end: Position = { positionX: Math.floor(targetX), positionY: Math.floor(targetY) } // Don't calculate path if start and end are the same if (start.positionX === end.positionX && start.positionY === end.positionY) { return null } return this.findPath(start, end, grid) } private validateInput(character: Character, targetX: number, targetY: number): boolean { if (!character || !character.map) { this.logger.error('Invalid character or map data') return false } if (!Number.isFinite(targetX) || !Number.isFinite(targetY)) { this.logger.error('Invalid target coordinates') return false } return true } public calculateRotation(X1: number, Y1: number, X2: number, Y2: number): number { if (config.ALLOW_DIAGONAL_MOVEMENT) { // Check diagonal movements using lookup table if (X1 > X2 && Y1 > Y2) return this.ROTATION_MAP.diagonal['up-left'] if (X1 < X2 && Y1 < Y2) return this.ROTATION_MAP.diagonal['down-right'] if (X1 > X2 && Y1 < Y2) return this.ROTATION_MAP.diagonal['up-right'] if (X1 < X2 && Y1 > Y2) return this.ROTATION_MAP.diagonal['down-left'] } // Non-diagonal movements using lookup table if (X1 > X2) return this.ROTATION_MAP.straight.left if (X1 < X2) return this.ROTATION_MAP.straight.right if (Y1 < Y2) return this.ROTATION_MAP.straight.down if (Y1 > Y2) return this.ROTATION_MAP.straight.up return this.ROTATION_MAP.straight.up // Default case } private findPath(start: Position, end: Position, grid: number[][]): Node[] { const openList = new PriorityQueue((a, b) => a.f - b.f) openList.enqueue({ ...start, g: 0, h: 0, f: 0 }) const closedSet = new Set() const getKey = (p: Position) => `${p.positionX},${p.positionY}` while (openList.length > 0) { const current = openList.dequeue() if (!current) break if (current.positionX === end.positionX && current.positionY === end.positionY) { return this.reconstructPath(current) } closedSet.add(getKey(current)) const neighbors = this.getValidNeighbors(current, grid, end) for (const neighbor of neighbors) { if (closedSet.has(getKey(neighbor))) continue const g = current.g + this.getDistance(current, neighbor) const h = this.getDistance(neighbor, end) const f = g + h const node: Node = { ...neighbor, g, h, f, parent: current } openList.enqueue(node) } } return [] // No path found } private getValidNeighbors(current: Position, grid: number[][], end: Position): Position[] { return this.DIRECTIONS.slice(0, config.ALLOW_DIAGONAL_MOVEMENT ? 8 : 4) .map((dir) => ({ positionX: current.positionX + dir.x, positionY: current.positionY + dir.y })) .filter((pos) => this.isValidPosition(pos, grid, end)) } private isValidPosition(pos: Position, grid: number[][], end: Position): boolean { return pos.positionX >= 0 && pos.positionY >= 0 && pos.positionX < grid[0]!.length && pos.positionY < grid.length && (grid[pos.positionY]![pos.positionX] === 0 || (pos.positionX === end.positionX && pos.positionY === end.positionY)) } private getDistance(a: Position, b: Position): number { const dx = Math.abs(a.positionX - b.positionX) const dy = Math.abs(a.positionY - b.positionY) // Manhattan distance for straight paths, then Euclidean for diagonals return dx + dy + (Math.sqrt(2) - 2) * Math.min(dx, dy) } private reconstructPath(endNode: Node): Node[] { const path: Node[] = [] let current: Node | undefined = endNode while (current) { path.unshift(current) current = current.parent } return path } public validateMovementDistance(currentX: number, currentY: number, lastKnownPosition: { x: number; y: number } | null, stepDelay: number, isMoving: boolean): { isValid: boolean; maxAllowedDistance: number; actualDistance: number } { if (!lastKnownPosition || !isMoving) { return { isValid: true, maxAllowedDistance: 0, actualDistance: 0 } } const maxAllowedDistance = Math.ceil((stepDelay / 1000) * 2) const actualDistance = Math.sqrt(Math.pow(currentX - lastKnownPosition.x, 2) + Math.pow(currentY - lastKnownPosition.y, 2)) return { isValid: actualDistance <= maxAllowedDistance, maxAllowedDistance, actualDistance } } public validateRequestDistance(currentX: number, currentY: number, targetX: number, targetY: number, maxRequestDistance: number): { isValid: boolean; distance: number } { const requestDistance = Math.sqrt(Math.pow(targetX - currentX, 2) + Math.pow(targetY - currentY, 2)) return { isValid: requestDistance <= maxRequestDistance, distance: requestDistance } } public isValidStep(current: { positionX: number; positionY: number }, next: { positionX: number; positionY: number }): boolean { return Math.abs(next.positionX - current.positionX) <= 1 && Math.abs(next.positionY - current.positionY) <= 1 } } export default new CharacterMoveService()